Dragon Age 2

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Talent Rebalance
Version: 2.0
Date: 4/29/2011

1. Description:
===============
This mod tries to make adjustments to many of the current talents, abilities and spells available for Hawke and his companions by reducing many of the unnatural restrictions existant, improving many abilities that felt either undertuned, or overtuned, while still mantaining a relative good balance. All classes should now feel much more accesible to play and more fun.

2. General Changes:
===================
- All talent trees have been rearranged into a brach like structure, with 3 main braches, each containing between 1 and 3 abilities grouped according to their similarities and usage. Requirments have been adjusted accordingly. No more of the original chaotic ability web to interfere with your choices.
- All talents have had their "number of points in tree" requirment removed. The only requirments are Level and previous talent in branch.
- A lot of fixes and changes have been applied to talents description where appropriate.
- 2 extra spells available (Primal and Arcane trees).
- 2 extra abilities available in the Archery tree.
- All sustained abilities have had their cost reduced to 10% mana/stamina with each upgrade adding another 5%.
- Sustained cooldowns have been removed.

**************************************************************************************************************
2.1. Individual changes: Warrior
**************************************************************************************************************
Damage dealing warriors are quite powerfull in DA2 and I haven't made a lot of changes to their damaging power. However, certain "buff" type abilities have had their cooldowns adjusted, so they will be used only when they offer a better tactical advantage in certain situations, rather than spammed everytime the cooldown is up. Also, the Two-Handed tree has been made a little more party friendly (notably Whirlwind) in order to reduce some of the party gibbing issues on nightmare.
On the other hand, tanking warriors felt quite gimped, and having (at least in the beginning of the game) serious threat problems and damage so low that it felt like completely non-existant. Adjusting some of their damage and applied force, while also increasing ability area of effect help alleviate some of these issues.
Force multipliers have been increased for many abilities, since after all, you should be a warrior of great strength, able to knock down most weaker opponents.

*****************************************************************
2.1.1. Weapon and Shield
*****************************************************************
The tanking tree should now provide the warrior with a little more control over the battlefield, with increased force applied to abilities and greater damage, ensuring a better threat generation, thus keeping the enemies on the tank.

--- Shield Defense(2/4) --- Perception(4) --- Safeguard(6)
/
/
Root ---- Shield Bash(1/3)
\
\
--- Scatter(3/5) ---------- Assault(5/7)

-----------------------------------------------------------------
Shield Defense + Shield Wall:
-----------------------------------------------------------------
* Fixed Shield Wall tooltip: Damage resitance:+25% vs rear attacks, as confirmed by Peter Thomas from Bioware (http://social.bioware.com/forum/1/topic/141/index/6090138/69): "That is... a badly worded ability. Basically you have a +25% Damage Resistance bonus vs frontal attacks. If you upgrade, it's vs rear attacks too."
-----------------------------------------------------------------
Shield Bash + Pummel:
-----------------------------------------------------------------
* Physical damage increased by 100%
* Physical force increased by 6x(upgrade)
Shield Bash is a tanking warrior's iconic ability, but unfortunately it wasn't very effective. The knockback is fine, but unfortunately, the damage was too low to make it an effective threat generation ability. With the increased damage, it's now closer to similar starting abilities from the mage,rogue or damage dealing warrior, while also ensuring that the target's focus remains on the tank.
-----------------------------------------------------------------
Scatter + Disperse:
-----------------------------------------------------------------
* Physical force increased to 6x(base)+6x(upgrade)
* Cooldown increased to 30s(base)
According to the description, Scatter throws enemies back, so they should actually feel the stronger force behind the attack.
-----------------------------------------------------------------
Assault + Battery:
-----------------------------------------------------------------
* Physical damage increased by 25%(base)+25%(upgrade)
* Physical force increased to 3x(base)+3x(upgrade)
Now it's more in line with the description of "vicious assault"

*****************************************************************
2.1.2. Two-Handed
*****************************************************************

--- Mighty Blow(2/4/6) ------ Sunder(5)
/
/
Root ---- Scythe(4/6)
\
\
--- Giant's Reach(3) -------- Whirlwind(7/9/11)

-----------------------------------------------------------------
Mighty Blow + Killer Blow + Shattering Blow:
-----------------------------------------------------------------
* Physical force increased to 12x(base)
It's now true to the name of "Mighty Blow"...right?
-----------------------------------------------------------------
Sunder:
-----------------------------------------------------------------
* Stagger chance vs normal enemies on a critical hit increased to 100%
-----------------------------------------------------------------
Scythe + Reaper:
-----------------------------------------------------------------
* Physical force increased to 4x(base)+2x(upgrade)
-----------------------------------------------------------------
Whirlwind + Cyclone + Tornado:
-----------------------------------------------------------------
* Area of effect range reduced to 2m(base)
Hopefully the era of party gibbing is now over.
Note: Giant's Reach will increase the radius by an additional 1m

*****************************************************************
2.1.3. Vanguard
*****************************************************************

--- Control(2/4) --- Destroyer(7)
/
/
Root ---- Cleave(3/5) ---- Assail(5/7)
\
\
--- Might(2/4) ----- Massacre(9)

-----------------------------------------------------------------
Cleave + Claymore:
-----------------------------------------------------------------
* Cooldown increased to 60s(base)
* Stagger chance vs normal enemies increased to 100%(upgrade)
Having the posibility to double your damage with an uptime of 15s out of 20s, was just too much. This should be an ability to be used when you actually need to quickly burst down an enemy, rather then having it up almost all the time.
-----------------------------------------------------------------
Assail + Besiege:
-----------------------------------------------------------------
* Damage bonus increased to 25%
* Physical & Elemental force increased to 4x
* Cooldown increased to 45s
-----------------------------------------------------------------
Massacre:
-----------------------------------------------------------------
* Increased health threshold for deathblow vs normal enemies to 30%
* Increased health threshold for deathblow vs lieutenants to 20%
Previously, Massacre was of little use, since if you brought the enemies to 20%/10% health, they were pretty much dead anyway from the next 1 or 2 hits.

*****************************************************************
2.1.4. Defender
*****************************************************************

--- Stonewall(1/3) ----------- Adamant(6)
/
/
Root ---- Turn the Blade(2/4/6) ---- Resilience(5)
\
\
--- Elemental Aegis(3/5) ----- Resolute(6)

-----------------------------------------------------------------
Stonewall + Bulwark:
-----------------------------------------------------------------
* Increased cooldown to 60s(base)-15s(upgrade)
* Increased duration to 10s(base)+5s(upgrade)
* Increased physical force vs attacking enemies to 6x(base)
* Added damage return to attacking enemies as per tooltip description (upgrade)
Stonewall should behave like an "oh shit" button to be used in extreme situations, instead of something you can activate constantly. The original 10s cooldown was simply illogical. Also, with the added pushback and damage described in the original tooltip but inexistant before, Stonewall can be used both defensively and offensively against large groups of enemies.
-----------------------------------------------------------------
Turn the Blade + Steady the Foot + Raise the Guard:
-----------------------------------------------------------------
* Fortitude bonus increased to 40(upgrade1)
* Defense bonus increased to 10%(upgrade2)
Previously, upgrades were barely worthy of putting points into them, with the extra effects barely visible in actual combat.

*****************************************************************
2.1.5. Warmonger
*****************************************************************

--- Pummel Strike(1/3) --- Tremor(4/6/8)
/
/
Root ---- Bravery(5/7/9)
\
\
--- Taunt(2/4)

-----------------------------------------------------------------
Tremor + Aftershock + Quake:
-----------------------------------------------------------------
* Physical force increased to 12x(base)+6x(upgrade1)+6x(upgrade2)
* Stagger chance vs normal enemies increased to 100%(upgrade1)
The increased force makes this ability into an actual tremor + aftershock + quake, rather than the joke that it was before.
-----------------------------------------------------------------
Taunt + Below:
-----------------------------------------------------------------
* Area of effect size increased to 20m(upgrade)
* Cooldown reduced by 10s(upgrade)
Taunt should be the most important tool in a tanking warrior's arsenal. Unfortunately, with the long cooldown, you never could use it when you most needed it, especially when those pesky reinforcement waves spawned. Having extra enemies literally drop out of thin air does not make the game more tactical, just more frustrating. At least now you should be able to handle these situations easier.
-----------------------------------------------------------------
Bravery + Bravado + Bravura:
-----------------------------------------------------------------
* Area of effect size increased to 20m(base)
No more having to worry and maneuver your companions so thye are close enough to the tank to receive the benefits of the buffs

*****************************************************************
2.1.6. Battlemaster
*****************************************************************

--- Bolster(2) --- Second Wind(6/8/10) --- Deep Reservers(7)
/
/
Root ---- Battle Synergy(5/7/9)
\
\
--- Rally(3/5)

-----------------------------------------------------------------
Battle Synergy + Fearless Synergy + Hero's Synergy:
-----------------------------------------------------------------
* Damage reduction per companion increased to 5% (Note: total reduction is 15% not 20% as some believe)
* Area of Effect size increased to 20m(base)
No more having to worry and maneuver your companions so they are close enough to the tank to receive the benefits of the buffs
-----------------------------------------------------------------
Bolster:
-----------------------------------------------------------------
* Stamina regeneration increased to 20%
* Added cooldown 10s
Bolster's stamina regen without a cooldown made it a nice ability, but either impractical or "broken" towards overpowered. Now it retains it's usefulness, but can't be spammed anymore.
-----------------------------------------------------------------
Deep Reserves:
-----------------------------------------------------------------
* Stamina regeneration rate increased to 50

*****************************************************************
2.1.7. Templar
*****************************************************************

--- Cleanse(8/10/12) --- Annulment(13)
/
/
Root ---- Silence(9/11) ------ Righteous Strike (10)
\
\
--- Holy Smite(7/9/11)

-----------------------------------------------------------------
Silence + Lingering Silence:
-----------------------------------------------------------------
* Cooldown reduced by 15s(upgrade)
-----------------------------------------------------------------
Holy Smite + Righteous Smight + Staggering Smite:
-----------------------------------------------------------------
* Spirit damage vs spellcasters and Fade creatures increased to 600% (upgrade1)
* Stun chance vs normal enemies increased to 100%(upgrade2)
As a warrior trained in dealing with all manner of mages and magical creatures, he should really do more damage against those types of enemies

*****************************************************************
2.1.8. Reaver
*****************************************************************

--- Blood Frenzy(8) --- Sacrificial Frenzy(10/12)
/
/
Root ---- Aura of Pain(7/9/11)
\
\
--- Devour(9/11/13) --- Fervor(13)

-----------------------------------------------------------------
Sacrificial Frenzy + Sustained Frenzy:
-----------------------------------------------------------------
* Cooldown reduced by 15s(upgrade)
Frenzy can now be chained
-----------------------------------------------------------------
Aura of Pain + Torrent of Pain + Frenzy of Pain:
-----------------------------------------------------------------
* Increased area of effect size to 10m(base)
* Spirit damage increased by 50%(base)
* Spirit damage bonus increased by 100%(upgrade)
* Fixed effect of Frenzy of Pain not applying
Not only does the new tradeoff between damage taken and damage done make this aura finally worthwile, but the corrected upgrade should now properly diminish the damage taken, as the Reaver's health goes down.
-----------------------------------------------------------------
Devour + Voratious + Insatiable:
-----------------------------------------------------------------
* Physical damage & health regeneration increased by 100%(base)
* Physical damage bonus & health regeneration bonus increased by 400%(upgrade1+upgrade2)
* Cooldown reduced by 60s(upgrade2)
Devour should have been the Reaver's solution to all the self damage incurred from abilities like Aura of Pain and Sacrificial Frenzy, but the very low health regen and long cooldown, made it impractical. Now it should reduce some of the Reaver's dependancy on too much external healing.

*****************************************************************
2.1.9. Berserker
*****************************************************************

--- Adrenaline(8/10/12)
/
/
Root ---- Berserk(7/9/11) --- Death Blow(11)
\
\
--- Barrage(9/11/13)

-----------------------------------------------------------------
Berserk + Endless Berserk + Savage Berserk:
-----------------------------------------------------------------
* Stamina per hit cost reduced to -2(base)-1(upgrade1)
The damage bonus was generally too low, in my opinion, to warrant having your stamina drained so fast, especially if you also had a few other sustains active, thus reducing the damage bonus further and limiting your stamina pool even more.
-----------------------------------------------------------------
Adrenaline + Adrenaline Rush + Adrenaline Rage:
-----------------------------------------------------------------
* Duration increased to 10s(base)
* Cost reduced by 5 stamina(upgrade1)
Not a great buff, but more of a "quality of life" improvement


**************************************************************************************************************
2.2. Individual changes: Rogue
**************************************************************************************************************
Rogues have been, generally well balanced in DA2 and have not suffered many changes to their talents. Most of the differences are in talent positioning and availability within a certain talent tree.

*****************************************************************
2.2.1. Dual Weapon
*****************************************************************

--- Unforgiving Chain(3) ------ Explosive Strike(4/6)
/
/
Root ---- Lacerate(5/7)
\
\
--- Backstab(2/4/6) ------------ Twin Fangs(5/7)

-----------------------------------------------------------------
Unforgiving Chain:
-----------------------------------------------------------------
* Increased chain duration before it needs to be restacked, to 10s
Just a "quality of life" improvement
-----------------------------------------------------------------
Twin Fangs + Reversed Grip:
-----------------------------------------------------------------
* Increased cooldown to 40s(base)
With the upgrade it can now be lined up nicely with Assassinate and/or Vendetta
-----------------------------------------------------------------
Lacerate + Maim:
-----------------------------------------------------------------
* Increased chance to 20%(base)

*****************************************************************
2.2.2. Archery
*****************************************************************
Two abilities have been added to the archery tree: Deadly Chain & Called Shot.
Note: The Exiled Prince DLC is required for these abilities to be usable.

--- Pinning Shot(2/4/6) ----- Archer's Lance(6/8)
/
/
Root ---- Deadly Chain(4) --------- Called Shot(6)
\
\
--- Bursting Arrow(3/5/7) --- Hail of Arrows(5/7)

-----------------------------------------------------------------
Pinning Shot + Rapid Pinning Shot + Disorienting Shot:
-----------------------------------------------------------------
* Pinning chance increased to 100%
* Duration increased to 10s(base)+5s(upgrade)
-----------------------------------------------------------------
Bursting Arrow + Shattering Arrow + Smoking Arrow:
-----------------------------------------------------------------
* Increased damage by 50%(base)
* Increased force to 6x(base)
-----------------------------------------------------------------
Hail of Arrows + Storm of Arrows:
-----------------------------------------------------------------
* Increased damage by 200%(base)
-----------------------------------------------------------------
Deadly Chain (new Archery ability):
-----------------------------------------------------------------
* Effect: Critical chance stacking 4% per shot up to 5 shots
Similar to Dual Wield's Unforgiving Chain, this combo will build up the character's critical chance and can be exploited with a finisher. Because ranged weapons have a slower attack speed than dual wielded daggers, the stack is higher and fewer shots are required to reach the maximum.
-----------------------------------------------------------------
Called Shot (new Archery ability):
-----------------------------------------------------------------
* Physical damage 1x
* Physical damage bonus +100% per shot in chain up to 5 shots
* Physical force 6x
Called Shot is used as a finisher for the Deadly Chain ability.

*****************************************************************
2.2.3. Sabotage
*****************************************************************

--- Rush(2/4/6)
/
/
Root ---- Miasmic Flask(1/3) --- Fatiguing Fog(6/8/10)
\
\
--- Confusion(5/7)

-----------------------------------------------------------------
Fatiguing Fog + Impenetrable Fog + Overpowering Fog:
-----------------------------------------------------------------
* Area of effect size increased to 15m(base)
-----------------------------------------------------------------
Confusion + Chaos:
-----------------------------------------------------------------
* Confuse chance increased to 100%
* Area of effect size increased to 5m(base)
* Cooldown increased to 60s(base)
* Duration bonus reduced to 5s(upgrade)

*****************************************************************
2.2.4. Specialist
*****************************************************************

--- Speed(2/5/8)
/
/
Root ---- Precision(2/5/8) Harmony(10)
\
\
--- Power(2/5/8)

-----------------------------------------------------------------
Harmony:
-----------------------------------------------------------------
* Removed requirments for Speed,Precision & Power
Specialist was such a waste of points before. With most of the requirments removed, you can finally pick and fully upgrade the sustain of your choice

*****************************************************************
2.2.5. Scoundrel
*****************************************************************

--- Blindside(2) ----- Twist the Knife(5) --- Follow-Through(8)
/
/
Root ---- Brand(3) --------- Back-to-Back(5/7)
\
\
--- Armistice(2/4) --- Goad(5/7)

-----------------------------------------------------------------
Brand:
-----------------------------------------------------------------
* Critical chance vs target for warriors and mages increased to 20%
-----------------------------------------------------------------
Goad + Corral:
-----------------------------------------------------------------
* Area of effect size increased to 10m(base)+5m(upgrade)

*****************************************************************
2.2.6. Subterfuge
*****************************************************************

--- Stealth(2/4/6) -------------- Ambush(4)
/
/
Root ---- Evade(1/3) ---------------- Subtlety(5)
\
\
--- Chameleon's Breath(3/5) --- Lingering Shroud(6)

-----------------------------------------------------------------
Stealth + Silent Running + Camouflage:
-----------------------------------------------------------------
* Duration increased to 15s(base)+15s(upgrade2)
* Cooldown reduced by 10s(upgrade2)
-----------------------------------------------------------------
Chameleon's Cloud:
-----------------------------------------------------------------
* Duration increased to +10s(upgrade)
* Area of effect size increased to 15(upgrade)

*****************************************************************
2.2.7. Shadow
*****************************************************************

--- Disorienting Criticals(9) --------- Shadow Veil(10)
/
/
Root ---- Pinpoint Precision(7) ------------- Predator(11)
\
\
--- Inconspicous(8/10/12) ------------- Decoy(9/11/13)

No ability changes

*****************************************************************
2.2.8. Duelist
*****************************************************************

--- Sure Strikes(7) -------- Throw the Gauntlet(8/10/12)
/
/
Root ---- Vendetta(11/13)
\
\
--- Evasive Maneuvers(8) --- Parry(9/11/13)

-----------------------------------------------------------------
Throw the Gauntlet + To the Death + Cutting Barb:
-----------------------------------------------------------------
* Enemy damage reduction increased to 50%(upgrade1)

*****************************************************************
2.2.9. Assassin
*****************************************************************

--- Devious Harm(8) --- Pinpoint Strikes(9/11)
/
/
Root ---- Assassinate(11/13/15)
\
\
--- Bloodlust(7) ------ Mark of Death(8/10/12)

-----------------------------------------------------------------
Mark of Death + Enduring Mark + Mark of Doom:
-----------------------------------------------------------------
* Enemy damage resistance reduced by 50%(base)+50%(upgrade2)


**************************************************************************************************************
2.3. Individual changes: Mage
**************************************************************************************************************
Mages have been nerfed quite badly in DA2 compared to DAO in both power and battlefield control. Most of the changes are trying to adjust their crowd control capabilities by either prolonging or increasing the effects, while also increasing some of their damaging abilities to be more in line with those of the warrior or rogue. Survivability has been also improved where necesarry.

*****************************************************************
2.3.1. Elemental
*****************************************************************

--- Winter's Grasp(2/4) ---- Cone of Cold(6/8)
/
/
Root ---- Elemental Mastery(10)
\
\
--- Fireball(2/4) ---------- Firestorm(5/9) --- Pyromancer(7)

-----------------------------------------------------------------
Winter's Grasp + Winter's Blast:
-----------------------------------------------------------------
* Increased Enemy attack speed & movement speed reduction to -75%
* Increased Brittle chance to 50%
* Slightly increased the area of the splash effect by 1m
* Removed the elemental force component
Winter's Grasp chilling effect is now more consistent with Cone of Cold, effectively making the spell the single target ranged version with minor splash effect of the cold branch, while Cone of Cold is the melee ranged area version.
-----------------------------------------------------------------
Cone of Cold + Deep Freeze:
-----------------------------------------------------------------
* Increased Freeze chance to 100%
* Increased Brittle chance to 50%
* Removed the elemental force component
Cone of Cold now becomes a more powerfull melee ranged version of Winter's Grasp and a great escape tool.
-----------------------------------------------------------------
Fireball + Searing Fireball:
-----------------------------------------------------------------
* Increased damage by 125%
The original damage was rather weak, making the spell mostly useless, unless you could pack a lot of gear with bonus fire damage.
-----------------------------------------------------------------
Firestorm + Apocalyptic Firestorm:
-----------------------------------------------------------------
* Increased Elemental force to 4x(base)+4x(upgrade)
* Reduced cost by 20 mana (upgrade)
The change brings this ability closer to a meteor shower type spell, where targets feel a much greater impact as fire rains down from the sky upon their heads.
-----------------------------------------------------------------
Elemental Mastery:
-----------------------------------------------------------------
* Removed requirment for Cone of Cold and Firestorm
* Lowered the points required in Elemental to 4
* Increased mana regeneration rate to +50
Now the mastery can be selected with either of the 2 branches: cold or fire.

*****************************************************************
2.3.2. Primal
*****************************************************************

--- Rock Armor(2) ---------- Stonefist(4/6) --- Petrify(6/8)
/
/
Root ---- Galvanism(10)
\
\
--- Chain Lightning(2/4) --- Tempest(5/9) ----- Static Discharge(11)

-----------------------------------------------------------------
Stone Fist + Golem's Fist:
-----------------------------------------------------------------
* Increased Physical force to 6x(base)+6x(upgrade)
The spell is now true to it's name, an actual stone fist that should knock most enemies off their feet.
-----------------------------------------------------------------
Petrify + Dessicate:
-----------------------------------------------------------------
* Reduced cooldown by 15s (upgrade)
* Enemy damage resistance reduced by 25%
Compared to other crowd control spells, Petrify's long cooldown and added damage resistance makes it not as effective in the long run. The reduced cooldown brings it more in line with the other spells but reducing just slightly less damage resistance.
-----------------------------------------------------------------
Chain Lightning + Chain Reaction:
-----------------------------------------------------------------
* Increased number of lightning arcs to 3(base)+3(upgrade) for a total of 7 hits including the main target
* Increased area of effect to 6m(base)+6m(upgrade)
-----------------------------------------------------------------
Tempest + Strikes Twice:
-----------------------------------------------------------------
* Increased damage by 200%(base) (the damage per second it's still only half that of Firestorm)
* Increased base cost to 60 mana and reduced cost by 20 mana with upgrade
-----------------------------------------------------------------
Static Discharge (new spell):
-----------------------------------------------------------------
* Electricity damage: 2.5xbase every 1s
* Duration: 5s
* Size: 15m
* Cost: 60 mana
* Cooldown: 60s
If you ever cursed the Saarebas mages because of their annoying lightning spell, now you have the chance to use it against them (too bad they're immune to lightning). In short, the mage creates a ball of lightning and for as long as he channels this spell, it will shock everyone in it's radius for massive damage. Carefull of friendly fire on nightmare.
-----------------------------------------------------------------
Galvanism:
-----------------------------------------------------------------
* Removed requirment for Tempest and Petrify
* Lowered the points required in Primal to 4
* Increased mana regeneration rate to +50
Now the mastery can be selected with either of the 2 branches: earth or lightning

*****************************************************************
2.3.3. Spirit
*****************************************************************

--- Spirit Bolt(2/4) ---- Dispel Magic(6/8)
/
/
Root ---- Spirit Mastery(10)
\
\
--- Death Syphon(3/5) --- Walking Bomb(5/7/9)

-----------------------------------------------------------------
Spirit Bolt + Spirit Strike:
-----------------------------------------------------------------
* Reduced cooldown by 5s(upgrade)
Spirit Bolt is a pretty weak spell in terms of damage. It's only advantage, as per it's description, it's the fact that it can be cast with great frequency, which is what this modification provides.
-----------------------------------------------------------------
Walking Bomb + Corrosive Walking Bomb + Virulent Walking Bomb:
-----------------------------------------------------------------
* Increased Physical force vs nearby targets upon explosion to 4x(base)
* Increased duration to 30s(base)
* Reduced cooldown by 10s(upgrade1)
* Increased infection chance vs nearby targets to 50%(upgrade2)
The increased duration ensures you have enough time to kill your target (after all, the spell name is Walking Bomb not Timed Bomb). And, since virulent means extremely infectious, a higher percentage seems more appropriate.
-----------------------------------------------------------------
Death Syphon + Death Vortex:
-----------------------------------------------------------------
* Increased area of effect to 15m
-----------------------------------------------------------------
Dispel Magic + Transmutation:
-----------------------------------------------------------------
* Increased spirit damage by 100%
* Increased Health regeneration for companions affected by hostile spells to 50%
Have you ever seen an enemy performing a long cast? I haven't. Have you ever been afflicted by hostile magical efects? Hmm...maybe just once or twice. Have you ever needed to disable enemies sustained abilities? Just throw a horror or petrify or any other crowd control ability. All in all, a useless spell that just might see a use or two now...or none.
-----------------------------------------------------------------
Spirit Mastery:
-----------------------------------------------------------------
* Removed requirment for Death Syphon and Walking Bomb
* Lowered the points required in Spirit to 4
* Increased critical chance to 25%
* Increased mana regeneration rate to +50
Similar to Elemental Mastery and Galvanism, the mastery can be taken by choosing any of the available spell branches. The critical change increase just gives the mage a little more punch for when he's out of mana and can only auto attack.

*****************************************************************
2.3.4. Arcane
*****************************************************************

--- Barrier(2/4) -------------- Crushing Prison(6/8)
/
/
Root ---- Mind Blast(1/3) ----------- Arcane Explosion(11)
\
\
--- Elemental Weapoons(2) ----- Arcane Shield(5/7/9)

-----------------------------------------------------------------
Barrier + Arcane Fortress:
-----------------------------------------------------------------
* Duration increased to 10s(base)+5s(upgrade)
* Cooldown increased to 60s(base) and reduced by 15s(upgrade)
Barrier is now a reliable defensive spell instead of just an "oh shit" button
-----------------------------------------------------------------
Crushing Prison + Paralyzing Prison:
-----------------------------------------------------------------
* Changed effect to Immobilize chance: 100% vs. normal enemies
Crushing Prison is now similar to it's DAO version, completely immobilizing it's targets, instead of being just a poor imitation of the Origins spell
-----------------------------------------------------------------
Arcane Shield + Elemental Shield + Arcane Wall:
-----------------------------------------------------------------
* Defense increased to 40%(base)
* Resistances increased to 40% (upgrade1)
* Arcane Wall(upgrade2) requires Elemental Shield(upgrade1)
* Defense & Resistances is split between party members: 30% for the caster and 10% for companions(upgrade2)
Arcane Wall is mostly a correction of how the upgrade works, giving one quarter of the effect on companions, while retaining 3 quarters for the caster. The higher defensive values ensures that Arcane Shield and especially the party wide upgrade are not a waist of points, making the spell actually usefull on the mage, but not overpowered for the entire party.
-----------------------------------------------------------------
Arcane Explosion:
-----------------------------------------------------------------
* Spirit damage: 10x
* Power up delay: 5s
* Size: 6m
* Cost: 60 mana
* Cooldown: 60s
Ever wanted that really cool area spell that some enemy mages used? Well now you have it. In short, the mage will start channeling an area effect spell that creates a cool looking magic sphere that explodes for massive damage when the channeling ends. Both you or the enemies have time to escape the area of effect before it explodes so it should be combined with some crowd control spells that let you escape while holding down the enemies. Carefull of friendly fire on nightmare, it is seriously damaging.

*****************************************************************
2.3.5. Entropy
*****************************************************************
Most entropy spells have had their base duration limited to 10s, with upgrades providing another 10s, making them more effective crowd control spells, instead of expiring just moments after you've applied them.

--- Hex of Torment(2/4) --- Misdirection Hex(6/8)
/ \
/ \
Root Entropic Cloud(10/12)
\ /
\ /
--- Horror(2/4) ----------- Sleep(5/9) ----------

-----------------------------------------------------------------
Hex of Torment + Death Hex:
-----------------------------------------------------------------
* Enemy damage resistance reduction increased to 50%
* Duration reduced to 10s(base) and increased to 20s(upgrade)
-----------------------------------------------------------------
Misdirection Hex + Shackling Hex:
-----------------------------------------------------------------
Duration increased to 20s(upgrade)
-----------------------------------------------------------------
Horror + Despair:
-----------------------------------------------------------------
* Cooldown increased to 30s(base)
* Duration increased to 20s(upgrade)
* Corrected tooltip (damage is done over the entire duration of the spell, not every 1s)
-----------------------------------------------------------------
Sleep:
-----------------------------------------------------------------
* Sleep chance vs normal enemies increased to 100%
* Area of effect size increased to 10m
* Duration increased to 20s(base)
* Duration reduced to 10s(upgrade)
The original base spell was rather weak with only half chance for sleep(from which enemies could awaken) and a low duration. The bump to 100% sleep chance and 20s duration makes the base spell worthwhile using. However, the guaranteed paralyze chance of the upgrade would transform Sleep into the mother of all crowd control spells, and as such, a decrease in duration was needed.
-----------------------------------------------------------------
Entropic Cloud + Death Cloud:
-----------------------------------------------------------------
* Changed effect to make all of the enemies' hits and critical hits miss his target and and be unable to avoid attacks made against him
* Damage increased by 100% and ticks reduced to every 1s(upgrade)
* Duration reduced to 10s(base) and increased to 20s(upgrade)
* Increased area of effect to 15m
The original Entropic Cloud was an interesting spell, in theory...if it would have worked. However, there are some bugs with certain effects that block others.
The current implementation makes the spell quite powerfull and worthy of having all the other entropy spells (which are still very potent on their own) as requirments for picking it up: it completely eliminates the enemies' capabilities of attacking and defending themselves, with the upgrade adding a constant damage component. And best of all, all this affects a wide area around the designated target.

*****************************************************************
2.3.6. Creation
*****************************************************************

--- Glyph of Paralysis(2/4) --- Glyph of Repulsion(6/8)
/
/
Root ---- Heal(1/3)
\
\
--- Heroic Aura(2/4) ---------- Haste(7/9)

-----------------------------------------------------------------
Glyph of Paralysis + Glyph of Binding:
-----------------------------------------------------------------
* Duration of paralysis increased to 5s(base)+10s(upgrade)
-----------------------------------------------------------------
Glyph of Repulsion + Glyph of Defiance:
-----------------------------------------------------------------
* Duration increased to 20s(base)
* Physical force increased to 12x(base)
Now it lasts as long as Glyph of Paralysis if not activated and repels thougher opponents
-----------------------------------------------------------------
Heal + Greater Heal:
-----------------------------------------------------------------
* Cooldown reduced by 10s(upgrade)
-----------------------------------------------------------------
Heroic Aura + Valiant Aura:
-----------------------------------------------------------------
* Attack bonus increased to 20%
* Defense bonus increased to 10%
Well, I like round numbers
-----------------------------------------------------------------
Haste + Greater Haste:
-----------------------------------------------------------------
* Attack speed increased by another 50%(upgrade)
* Increased cooldown to 120s(base)
With the doubled cooldown, but also double effect, it should now become more of a tactical choice for those extreme situations when you need to burst down a single dangerous enemy ASAP.

*****************************************************************
2.3.7. Force Mage
*****************************************************************

--- Pull of the Abyss(7/9) ---- Gravitic Ring(8/10)
/
/
Root ---- Unshakable(8)
\
\
--- Telekinetic Burst(7/9) ---- Fist of the Maker(8/10/12)

-----------------------------------------------------------------
Pull of the Abyss + Edge of the Abyss:
-----------------------------------------------------------------
* Physical force increased by 25x(base)+25x(upgrade)
* Cooldown reduced by 5s(base)
-----------------------------------------------------------------
Telekinetic Burst + Telekinetic Blast:
-----------------------------------------------------------------
* Physical force increased by 25x(base)+25x(upgrade)
-----------------------------------------------------------------
Fist of the Maker + Maker's Hammer + Maker's Fury:
-----------------------------------------------------------------
* Physical damage increased by 66%
* Stun chance vs normal enemies increased to 50%

*****************************************************************
2.3.8. Spirit Healer
*****************************************************************

--- Group Heal(7/9) ------ Vitality(11)
/
/
Root ---- Healing Aura(8/10/12)
\
\
--- Revival(7/9/11) ------ Second Chance(13)

-----------------------------------------------------------------
Healing Aura + Radiance + Faith:
-----------------------------------------------------------------
* Area of effect size increased to 10m(base)+10m(upgrade1)
-----------------------------------------------------------------
Group Heal + Unity:
-----------------------------------------------------------------
* Cooldown reduced by 10s(upgrade)
-----------------------------------------------------------------
Revival + Renewal + Refusal:
-----------------------------------------------------------------
* Cooldown reduced by 60s(upgrade2)

*****************************************************************
2.3.9. Blood Mage
*****************************************************************

--- Hemorrhage(8/10) ------ Blood Slave(9/11)
/
/
Root ---- Blood Magic(7/9)
\
\
--- Grave Robber(8/10) ---- Sacrifice(9/11)

-----------------------------------------------------------------
Grave Robber + One Foot In:
-----------------------------------------------------------------
* Area of effect size increased to 15m
-----------------------------------------------------------------
Hemorrhage + Paralyzing Hemorrhage:
-----------------------------------------------------------------
* Area of effect size increased to 15m(base)
* Paralyze chance vs normal enemies increased to 100%
Hemorrhage is now closer to how Blood Wound was in DAO, by also immobilizing it's targets
-----------------------------------------------------------------
Blood Slave + Blood Spatter:
-----------------------------------------------------------------
* Duration increased to 20s(base)
* Cooldown increased to 120s(base)
* Cooldown reduced by 60s(upgrade)


**************************************************************************************************************
2.4. Individual changes: Companions
**************************************************************************************************************

*****************************************************************
2.4.1. Aveline
*****************************************************************

--- Immovable(7/9) --- Guardian(8/10)
/
/
Root ---- Thick Skin(11) --- Indomitable(13)
\
\
--- Retaliation(9/11)

-----------------------------------------------------------------
Immovable + Unstopable:
-----------------------------------------------------------------
* Attack speed & Movement speed per hit reduction changed to -3%(base)-2%(upgrade)

*****************************************************************
2.4.2. Fenris
*****************************************************************

--- Veneer of Calm(8) --- Battle Tempo(11)
/
/
Root ---- Lyrium Ghost(7/9) --- Deflect(9)
\
\
--- Inner Reserves(9) --- Spirit Pulse(10/12)

-----------------------------------------------------------------
Spirit Pulse + Spiritual Flux:
-----------------------------------------------------------------
* Spirit damage increased by 50%(base)

*****************************************************************
2.4.3. Isabela
*****************************************************************

--- Experienced Hand(8) --- Across the Bow(10/12)
/
/
Root ---- All Hands on Deck(9/11)
\
\
--- Sea Legs(7) ----------- Savvy(9/11)

-----------------------------------------------------------------
All Hands on Deck + Shore Leave:
-----------------------------------------------------------------
* Damage increased by 50%(base)

*****************************************************************
2.4.4. Varric
*****************************************************************

--- Rhyming Triplet(7/9) --- Kickback(8/10)
/
/
Root ---- Bianca's Song(8/10)
\
\
--- Well-Oiled(9) ---------- Overtime(10)


-----------------------------------------------------------------
Overtime:
-----------------------------------------------------------------
* Stamina regeneration rate increased to +50

*****************************************************************
2.4.5. Merrill
*****************************************************************

--- Wrath of the Elvhen(8/10/12) --- Ensnare(10)
/
/
Root ---- Blood of the First(7) ---------- Wounds of the Past(11/13)
\
\
--- Stone's Throw(9)

-----------------------------------------------------------------
Wrath of the Elvehn + Loss of the Dales + Arlathan's Grace:
-----------------------------------------------------------------
* Area of effect size increased to 10m(base)+5m(upgrade1)
* Health regeneration per nearby enemy increased to 2%(upgrade2)
-----------------------------------------------------------------
Wounds of the Past + Deep Wounds:
-----------------------------------------------------------------
* Paralyze chance vs normal enemies increased to 100%
-----------------------------------------------------------------
Ensnare:
-----------------------------------------------------------------
* Area of effect size increased to 15m
-----------------------------------------------------------------
Stone's Throw:
-----------------------------------------------------------------
* Removed requirment for Wrath of the Elvhen active

*****************************************************************
2.4.6. Anders
*****************************************************************
Anders was a very poor excuse of a healer and unfortunately, the only one, if your main was not a mage (Bethany not considering). He was also a poor excuse of a damage dealer, with Vengeance making his survivability so bad that you might as well had a death wish to activate it.
So, withough further ado, here's the new and improved Anders:

--- Vitality(7) ---- Aid Allies(8) --- Regroup(9)
/
/
Root ---- Martyr(8) ------ Swift Justice(10)
\
\
--- Vengeance(7) --- Blood of my Enemy(9)

-----------------------------------------------------------------
Vitality (replaces Panacea):
-----------------------------------------------------------------
* Constitution +10
* Health regeneration rate +100
Panacea was a completely useless spell, with too low heal and too high cost. This has been replaced with a passive ability similar to the Spirit Healer's vitality, that will benefit only Anders. and gives him better survivability.
-----------------------------------------------------------------
Aid Allies:
-----------------------------------------------------------------
* Cooldown reduced to 30s
-----------------------------------------------------------------
Regroup:
-----------------------------------------------------------------
* Cooldown reduced to 60s
-----------------------------------------------------------------
Vengeance + Wrath:
-----------------------------------------------------------------
* Damage resistance penalty removed
* Added Damage resistance bonus 25%(upgrade)
-----------------------------------------------------------------
Martyr:
-----------------------------------------------------------------
* Removed requirment for Vengeance active
* Increased health sacrifice to 10%
Combine this with Swift Justice and Anders has suddenly become one hell of a good healer ... or damage dealer. The increased health sacrifice should ensure that the ability is not spammable and health then completely regained through Aid Allies.

*****************************************************************
2.4.7. Sebastian
*****************************************************************
Sebastian's Righteous Chain and Arrow of Judgement abilities have been removed, since similar abilities are now available in the Archery tree.

--- Guardian Angel(7) --- Disciple's Discipline(9)
/
/
Root ---- Wounding Arrow(8/10)
\
\
--- Holy Precision(9) --- Maferath's Advance(11)

-----------------------------------------------------------------
Wouding Arrow + Debilitating Arrow:
-----------------------------------------------------------------
* Damage increased by 25%

3. Known Issues:
=============
- Deadly Chain ability from Archery tree does not work with Varric. Until a fix is found, do not give Varric this ability.

4. Compatibility:
==============
This mod is NOT compatible with any other mod that changes abilities for Hawk(warrior,rogue,mage) and companions.

5. Install:
========
Extract or copy the contents of the archive into the game's override folder (usually: ..\Documents\BioWare\Dragon Age 2\packages\core\override)

6. Uninstall:
==========
Delete "talent_rebalance.erf" and "core_en-us.tlk" from the game's override folder (or the folder containing these files)

7. Credits & Legal Issues:
=======================
This mod has been created by modifying original Bioware game resources according to the author's personal views. No outside content has been used. However, because of the nature of the mod, it is invariable that some elements will be similar to what other mods have done.
As such, I thank everyone here at Dragon Age Nexus and Nexus Forums for the great work you have done, the support and the inspiration you have provided to me and others.
A special thanks goes to koriel84 for many of the ideas and talent designs currently implemented.
Thanks to Lautreamont for determining me to improve upon the initial mod.